Skeleton

Monster Manual (2025) p. 282,

Size
Medium
Type
undead
Alignment
lawful evil
AC
14
Initiative
3
Hit Points
13 (2d8+4)
Speed
walk 30 ft.
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
9
Languages
understands Common plus one other language but can't speak
Challenge
1/4
Lineage
Skeleton
Environment
planar (shadowfell), underdark, urban
STR
10
+0
DEX
16
+3
CON
15
+2
INT
6
−2
WIS
8
−1
CHA
5
−3

Traits

Proficiency Bonus

+2

Gear

Shortbow, Shortsword

Actions

Shortsword

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow

Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

Other data

description

Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.

Skeleton Pantomimes:

1d6Left to Its Own Devices, the Skeleton...
1Delivers meal salvers or ages-old correspondence to the crypt of its dead master.
2Endlessly trains in battle with other skeletons, despite being hacked to animate splinters.
3Mimics ways it entertained itself in life, such as acting, dancing, or reading.
4Performs a familiar task, such as cleaning, cooking, mining, or praying.
5Repeats its final moments of life.
6Stands guard at the post it protected in life.

Skeleton: Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren't capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.